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Getting Funding

Started by December 17, 2010 10:29 AM
4 comments, last by nfries88 14 years, 1 month ago
Any Recommendations for getting funding for my game, I have a design document as well as plans for release, some money figures as a profitability and estimates of cost of development. I'm working on a prototype for the investor to look at. I'm not sure where to go from here, finding an investor for a project rather than a business is pretty tough, I plan to start a business at some point but right now I would like to get a project under my belt before I go into business.

Thank you.
Investors invest in a business, not a project. You need a legally formed company.
laziness is the foundation of efficiency | www.AdrianWalker.info | Adventures in Game Production | @zer0wolf - Twitter
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Quote: Original post by Hirosaki
Any Recommendations for getting funding for my game, I have a design document as well as plans for release, some money figures as a profitability and estimates of cost of development. I'm working on a prototype

You need to make games before you start a business. You won't get funding without a portfolio and experience and contacts. So make a portfolio, get experience, and thereby make contacts.
One game idea is not a business plan.

-- Tom Sloper -- sloperama.com

Investors want proof you can earn them a profit. Which means you need a preexisting business of making games that sell. Most indies foot the bill on their first couple of games. The ones that don't are usually seasoned professionals will released games to their credit that show they can get the job done.
Hi...you should have registered you company legally and also supposed
to have certificates from microsoft and sony as a certified game developer,

you should have a good team , which may consist of minimum 30 member for a small title.

you sholud be ready with the concept, GDD and tech specs.

You have to talk to game engine company.

Later you have to search for publishers, who will produce you.
stupid_programmer is the most correct. You need to prove you can make investors and publishers money before they'll foot your bill. So you'll have to make a few things and foot the bill for those yourself.

These don't need to be grand development projects. Look at Angry Birds -- it's a mobile game that you can buy for like 2 dollars on iPhone and Android. The game is fairly simple -- you shoot various types of birds at wooden, stone, and glass structures trying to kill green pigs. Each bird has its own strengths and weaknesses and you can't choose which you'll shoot or the order. In this way they took a simple game concept and turned it into a challenging matter of strategy and precision. Hell, it took me 30 tries just to beat 1-20 (world 1, level 20 if you will -- it's pretty early on in the game). And almost everyone I work on plays it when we're doing nothing at work. A few even play it all night. It's very addictive, even though the game's very stupid and simple if you really think about it. If I had to guess the initial development costs of the game, it was probably a couple of grand (assuming of course they already had a Mac and the iPhone SDK and the programmer worked for free). A couple of grand is a very small price for a game that sells like that.

What I'm trying to say is that you should be creative, not ambitious. Make a game that people will play because it's simply addictive, not because it's simply amazing.

Or be prepared to spend a butt-load if you're not already a reasonably experienced game programmer.

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